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Friendly Fighter

Ruhk "The Dandy"'s page

680 posts. Alias of BoggBear.


Full Name

Ruhk Ekensköld

Race

Stats:
Magus 1 - Init +2 - AC: 15/T: 12/FF: 14- Perception: +0 - F: +4/R: +2/W: +2 - CMB: +2 - CMD: 14, Speed: 30ft

Classes/Levels

Status:
Hp:11/11, Status Effect: None, Arcane Pool: 3/3, Spells: lv1 2/2

Gender

Male

Size

6'6''

Age

20

Alignment

Cha/good

Deity

Cayden Caelian

Languages

Taldane, Skald, Elf, Draconic

Strength 14
Dexterity 14
Constitution 14
Intelligence 15
Wisdom 10
Charisma 12

About Ruhk "The Dandy"

INITIATIVE: +2 (+2 Dex)

MOVE: 30'

HIT POINTS: 16 (1d8 Mag, +2 Con, +1 Feat, +5 Path)

AC: 15 (+3 Studded leather, +2 Dex)
Flat-footed: 13
Touch: 12

SAVES:
Fort: +4
Ref: +2
Will: +2

BASE ATTACK BONUS: +0
Melee Attack: +2
Ranged Attack: +2

ATTACKS:
Battle axe 1H: Melee
Attack: +2, Dmg: 1d8 +2, Crit: 20/x3, Range: 0

Battle axe 2H: Melee
Attack: +2, Dmg: 1d8 +3, Crit: 20/x3, Range: 0

Composite Short Bow: Ranged
Attack: +2, Dmg: 1d6 +2, Crit: 20/x3, Range: 80

FEATS:

Spoiler:
Fast learner
Skill focus: Stealth

RACIAL ABILITIES:

Spoiler:

Focused Study: Humans gain one bonus skill focus feat at lv 1, 8 and 16.
Skilled: +1 Skill point per level.
+2 int

TRAITS:

Spoiler:

Fast talker: +1 Trait bonus on Bluff, Bluff is always a class skill.
Ease of faith: +1 Trait bonus on Diplomacy, Diplomacy is always a class skill.

CLASS ABILITIES:

Spoiler:

Arcane pool: 3
Spell combat

MYTHIC PATH (CHAMPION):

Spoiler:

Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below o hit points, you still lose hit points for taking actions , as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su) 5/day: Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier. This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su) +1d6: You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll.

Tier 1

Mythic Feat – Dual Path (Archmage)

Archmage Arcana – Wild Surge (Su): As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class. You don't need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can't be greater than that of the highest-level arcane spell you can cast from that spellcasting class.

Champion’s Strike - Fleet Charge (Ex): As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.

Path Ability - Impossible Speed (Ex): Your base land speed increases by 30 feet. In addition, if you expend one use of mythic power, for 1 hour your base land speed increases by 10 feet per mythic tier.

SPELLS:

Spoiler:

Cantrips:

Detect Magic
Mending
Message
Presdignation

Lv 1: 2/2

Color spray
Identify
Magic missle
*Ray of enfeebelment
*Shield
Shocking Grasp

SKILLS:

Spoiler:

(2 Mag, +2 int, +1 Favored, +1 Human = 6 ranks)
Bluff: +5 (1 Rank, +1 Cha, +3 Trained)
Diplomacy: +5 (1 Rank, +1 Cha, +3 Trained)
Knowledge (Arcana): +6 (1 Rank, +2 Int, +3 Trained)
Perform (Oratory): +2 (1 Rank, +1 Cha)
Spellcraft: +6 (1 Rank, +2 Int +3 Trained)
Stealth: +5 (1 Rank, +2 Dex, Feat +3, -1 Armor)

EQUIPMENT:

Spoiler:

Studded leather
Battle axe
Hatchet
50' Rope
Cloak
Travelers outfit
Backpack
10 days of rations
Cheap jewellry
Ring of Torag
239 GP

Downtime Resources:
2 Influence
2 Magic

BACKGROUND:

Spoiler:

Ruhk was born to Ulfen immigrants who came to the city of Oldfen on foot after disembarking at Almas.
His father was a hardworking hunter and his mother a herbalist.
Because of the often dour nature of his father and the somewhat distant air of his mother, most people are surprised that Ruhk grew up to be the man he is today, especially after earning the nickname of "the dandy".

Even as a child, Ruhk loved the outdoors, but he also loved being the centre of attention.
Often the young boy would come home covered in grass stains as well as cuts and bruises only to spin an amazing tale of daring do and adventure.
Behind every bush lurked hideous monsters who he would defeat with only a stick after a massive struggle, and fortunes were found underneath ever rock (only to be given to the deserving or lost again before returning home).

Had the young boy not also showed a talent for magic and swordplay, it is likely that his dour father would have disowned him when he came of age.
As it were, Ruhk continued to get in trouble, but he also sharpened his ability to talk his way out of it, sometimes by being polite and (somewhat) contrite, sometimes by bluffing, and sometimes by telling such a tall tale that the offended party could not help but laugh.

Another kind of trouble Ruhk often got into was stalking friends, neighbours and relatives(few as they were) in the streets, and he became quite decent at surprising the mostly human populace of Oldfen.

Howevers there are always some situations that you can get into but not get out as easily. And being known as a bit of a sneak can get you into trouble fast. One night when Ruhk was out stalking and enjoying life, he found himself following someone he shouldn’t.
Being mistaken for a spy, harsh words being exchanged and steel being drawn left one man in a pool of blood with one ear missing and Ruhk forced to leave town until things have "quieted down".

Fortunately, there is a lumber camp not too far away from Oldfen, yet far enough away that one could lose oneself there for some time, maybe make some money and learn a few new bawdy songs to sing to the blushing ladies once one return home.

And should it take a bit longer to return home, why, this could be the start of a grand adventure instead.

APPERANCE AND MANNERISM:

Spoiler:

Ruhk was blessed (or cursed) with hair that started turning white at a young age, and by his 20tieth birthday his mane of hair is snow white, giving him a somewhat older appearance.
His beard his cropped short and shows similar signs, having developed a salt and pepper colour (More pepper than salt so far).

His skin has taken on a slightly weatherworn look with an almost permanent tan due to the time he spends outdoors.

When Ruhk is out hunting he moves with agility and stealth, but as soon as he enters a social situation he changes.
When speaking to others he tends to declare more than simply talk, prone to using more words than necessary and smile a lot.

With a nickname like "The dandy" it is not surprising that Ruhk cares a great deal for his outwards appearance, as long as there is water to be had, he bathes or washes every day, cleans his clothes and combs his hair.
In addition, he has a habit of adorning himself with jewellery whenever he gets a chance(most of this is later given away to friends or lovely ladies).


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